VR support 'not at launch' for Odyssey

My last sig was too big, so take 2!
 

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Yep for sure, it would be a hacky solution whatever it was. I believe mods like this have stripped out sprites like the cockpit smoke etc, so possibly there’d be further clunky 'fixes' there, like you say.

Just have to hope they haven’t gone too 'non compliant' with VR.
Yup!

That's precisely what I was talking about!

I personnaly would be happy with this as, TBH, you stop noticing and like the moon orbit lines in the FSS, if you never knew they were there in the first place...

Removing stuff is super easy! The creators of the 3Dmigoto tool (such a facinating story behind that one!) have made it so you literally pressing ']' or '[' on the keyboard (I think) to find the dodgy shader and then pressing another key to isolate it. Then you can disable it. Super easy, even I can do it! AND even I can fix certain shaders see here...

But anyway!!!! Stuff like removing the odd shader, 3D gamers have known about (and not cared) about for over a decade! Often the shaders, as long as they're not the main shadows are frankly superflouis.

That being the case, as long as there is enough noise from the community to allow VR to activate, I would defo buy ED:O. I can live without ANOTHER layer of reflective surface, esp in VR where I am not looking at the screen with a magnifying glass!

edit
Feel I should mention @Nephilim took over this when I fully went VR and stopped being invested in 3D. Nephilim did an amazing job. Also the Helix / 3DMigoto shaderhackers did all the brain work to help me.
I would defo be willing to take up the mantle again with VR.
andysonofbob 4 3DMigoto!!!!!
 
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Speaking of VR, anybody else have their hardpoint hatches disappear on the Sidewinder?

It only looks like this from inside the cockpit. I'm thinking it has to do with whatever trickery they used to make the SRV hangar disappear from the floor. I just want to make sure it's the game itself and not my mod.
 

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Speaking of VR, anybody else have their hardpoint hatches disappear on the Sidewinder?

It only looks like this from inside the cockpit. I'm thinking it has to do with whatever trickery they used to make the SRV hangar disappear from the floor. I just want to make sure it's the game itself and not my mod.

:oops: You have Odyssey already. 🤣
 

Deleted member 121570

D
Speaking of VR, anybody else have their hardpoint hatches disappear on the Sidewinder?

It only looks like this from inside the cockpit. I'm thinking it has to do with whatever trickery they used to make the SRV hangar disappear from the floor. I just want to make sure it's the game itself and not my mod.

Yeah - it's been like that for years. :)
 
Speaking of VR, anybody else have their hardpoint hatches disappear on the Sidewinder?

It only looks like this from inside the cockpit. I'm thinking it has to do with whatever trickery they used to make the SRV hangar disappear from the floor. I just want to make sure it's the game itself and not my mod.
Think yer’sel lucky, back in my day the entire hull was transparent, grumble mumble...

(I bug reported it ages ago and it actually got fixed! Very chuffed at the time because it was a VR-only-noticeable thing)

The missing hardpoint hatches also affects the Cobra III. Used to also be missing on the Anaconda, but all players were seeing those so they eventually got attached :)
 
Also, I found more evidence that Frontier is abandoning VR. Have a look around the FC hangar in VR - it seems to suffer the same "tiny door syndrome" that stations suffer from. I'm in a Sidewinder, and the "people" doors and observation decks are tiny by comparison! Are all these assets run by hobbits? Is this the Space Shire?

Old assets are one thing, but new assets like Fleet Carriers should be properly designed to scale, especially if true space legs (vs a separate planet-only FPS) and VR support is planned for the future.
 
Old assets are one thing, but new assets like Fleet Carriers should be properly designed to scale, especially if true space legs (vs a separate planet-only FPS) and VR support is planned for the future.

I haven’t got a problem with a bit of space stooping being a thing for the more restricted ships & modules...

Source: https://imgur.com/a/QNsN4Ot


It’s kinda interesting that they’ve tidied the SRV bay clipping up at all in the Sidey. (It’s mainly only noticeable in VR ;)). Did that happen this patch?
 
I haven’t got a problem with a bit of space stooping being a thing for the more restricted ships & modules...

Source: https://imgur.com/a/QNsN4Ot


It’s kinda interesting that they’ve tidied the SRV bay clipping up at all in the Sidey. (It’s mainly only noticeable in VR ;)). Did that happen this patch?
Stooping in a Sidewinder is one thing (yes it was this patch that fixed the floor), but stooping in a huge FC hangar to go through the passageway door is ridiculous.
 
FC hangar to go through the passageway door is ridiculous.


Yeah does sound it on the face of it. If they’re still thinking hand rails & zero G for motion then could still be ok I guess (FCs would always be in zero G etc).

Could just be another bit of technical debt that needs fixing though for sure ;)
 
Also, I found more evidence that Frontier is abandoning VR. Have a look around the FC hangar in VR - it seems to suffer the same "tiny door syndrome" that stations suffer from. I'm in a Sidewinder, and the "people" doors and observation decks are tiny by comparison! Are all these assets run by hobbits? Is this the Space Shire?

Old assets are one thing, but new assets like Fleet Carriers should be properly designed to scale, especially if true space legs (vs a separate planet-only FPS) and VR support is planned for the future.

Even if they were abandoning VR, and that decision was set in stone and no amount of flashing avatars and forum outrage managed to overturn it, you are right, given the addition of legs in the next big update, new assets like carriers should be legs compatible from the get go.

Lazy copy pasta of elements from other assets at this stage would mean double the work later on as they have to retrace their steps and rework everything that's not modelled correctly. As in they botch a model of a hangar, which they then build a carrier around, then have to come back to rework the hangar, presumably making it a few metres taller, this could then have knock on effects to the rest of the carrier model if the new hangars started poking through intended walkways or worse - through the other side of the hull. And that is really bad news given Carriers took over two years to knock out.

There is a more sinister possibility looming in the wings... Given their track record of minimal viable products in the last few years, would I be overly cynical in thinking that the wonky hangars in carriers, mere months before legs is released, indicates that legs is going to be limited to certain zones with no intention of accessing areas than the originally designated ones, ever? I'm thinking legs might intentionally and permanently be limited to the select few "social hubs", "spheres of combat" and possibly certain types of planets surface? The social hubs could be special planetary surface star ports as per the concept art in a recent thread, battle zones akin to first person shooter levels/maps.

They have been ambiguously quiet / evasive on the topic of walking in ships interiors, let alone existing starports and or EVA. Could it be "Legs" will always be "just" those hand crafted starports social hubs, the battle zones and empty planets surfaces, with no intention of going any further? As such any dreams of CMDR's to walk from the bridge of their ship, out into the hangar, through the guts of the carrier and onto its bridge might be at best implemented as a fade to black transition, or at worst, never.
 
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